House Rules
- If
it’s WotC material, it’s allowed, at least for now. It might need some
flavor changes to match the setting.
- Sure
Strike (Fighter 1): Add Strength to damage
- Careful
Attack (Ranger 1): Add Strength to melee damage, Dexterity to missile
damage
- Half-Giants:
They're effectively Minotaur stats, with Genasi Earthshock (aka Stomp)
instead of Goring Charge.
- An
Endless Quiver is a first level magic item costing 360gp (enough to buy
over 1,000 arrows).
- Battle
Mage's Arcane Riposte: the attack roll uses Intelligence instead of
Dexterity, and it uses your implement for a magical bonus.
- Regeneration
Infusion: Either the regeneration is equal to your Intelligence modifier,
or the power lasts until the end of the encounter rather than being
sustained. The choice is up to the Battle Mage’s player.
- Characters
can be changed when new books come out to make sure every character, new
or old, has the same options. Apart from retraining, any number of massive
changes can occur when one bathes in a pool.
- The
pact-replacement ability of the Student of Caiphon does not say what type
of action the attack granted by it is, but it does use the word
“immediate” in the description, so we’re going with it being an Immediate
Reaction for now. This keeps the warlock from giving the fighter the
ultimate chain cleave, and makes it more of a tactical choice, since it
would mean that the fighter could not use his Combat Challenge interrupt
if he takes the opportunity to slam out some free damage.
- There
is nothing in the Dragon article that stops a student of Caiphon from
negating the small bits of damage that some of the abilities deal.
However, this makes it too easy to not have accost associated with some
rather pricey powers, and goes against the way Caiphon works, which is
“nothing is free.” So (on the warlock player’s advice) we decided the
damage caused to oneself by those powers cannot be reduced or prevented.
- Minions
do not always die from a single hit. If a minion would be destroyed, it is
instead knocked down. A critical hit destroys a minion, and an attack
which would deal damage on a miss still deals that damage to them. Should
such an attack hit, the minion is destroyed. If it takes any damage while
knocked down, it is destroyed. Otherwise they make a saving throw on their
turn. If they fail, they twitch one final time, attack an adjacent target
while prone, and they die. If they succeed, they act normally.
To avoid the massive amounts of condition tracking this could add, any
status effects caused by an attack will instead count as a hit. For
example, Crushing Titan’s Fist deals damage and immobilizes those hit.
Minions in the area would be destroyed. Some examples:
The fighter hits a minion twice, cleaving into the minion next to it each time:
both die.
The fighter crits a minion with cleave: it dies, the other one he damages is knocked
prone.
The warlock hits a minion with Eldritch Blast and triggers Warlock's Curse: the
minion is knocked prone (the amount of damage doesn’t matter, so strikers do
not gain a benefit against minions that they did not have under the core rules).
The wizard fireballs a bunch of minions: Since it does damage on a miss, it'll
count as a hit no matter what. Any minions hit by the attack will die. Minions
that are missed will be knocked prone.
The cleric traps some minions inside a Fire Storm: they die at the start of
their turn (one hit when it lands, plus one hit when they start their turn in
it).
The artificer hits a minion with Burrowing Projectile: it's almost guaranteed
to die because the initial damage plus one round of ongoing count as two hits.
The artificer misses a minion with a natural one for Runic Resistance: No
change in it's status. :)
- Penalties
to saving throws do not stack. This opens up the new items in Adventurer’s
Vault without making it possible to give someone a -15 (or more) to their
saving throws.
- When
using an existing teleportation circle to cast Planar Portal, the costs
drops to 2,000gp.
- Closing
Spell does more damage if it’s your last daily power. Battle Mages also
get a 12th level daily power that can’t trigger until you’ve
been dropped to 0 hit points. The two combine to mean that to really capitalize
on the former you have to get your
ass kicked first so you can use up the latter. We house ruled Closing
Spell to only need to be your last remaining attack spell.